Fantasy Card Review - Traps

Smashed Ground
Normal Trap
Destroy one monster on your opponent's side of the field with the lowest DEF. This card cannot be activated during the Battle Phase.
 
I am a Anti-meta-ist... (Well I admit I fail but it is good to do such in a fantasy topic, right?)

Solid Ground
Counter Trap
This card can only be activated when a Spell or Trap card that has no cost and which effect include destroying monster(s) without targetting. Pay 500 Life Points, negate the activation and effect the Spell or Trap card and destroy it.

Mirror of Negation
Counter Trap
When your opponent is activating a Spell card, Trap card, effect of a Monster or Summoning a Monster, remove 1 card from your hand, deck, or graveyard from play that has the same name as the Spell, Trap, or Monster to negate the activation and effect or the summon of the Spell, Trap, or Monster card and destroy it.
 
Time Roulette
Trap Card
You can only activate this card when an opponent's monster attacks 1 of your monsters. Negate the attack and flip 1 coin once and call Heads or Tails. If you call it correctly, remove the opponent's attacking monster from play. If you call it incorrectly, remove your defending monster from play.
 
Time Bomb
Continuous Trap
After this card's activation, place 1 counter on this card. During each of your End Phase's, place 1 counter on this card. During your Standby Phase, send this card to the Graveyard to send cards from the top of your opponent's Deck. Send 1 card for each counter that was on this card at that time.
 
Second Chance
Counter trap
If your opponent paid Life Points to activate a Spell or Trap Card, he/she can pay the same amount to negate this card. If not, negate the actvation of the card and destroy it.

The Smell of Rotting Flesh
Normal Trap
Decrease the ATK and DEF of 1 face-up monster by 100x the number of monsters in it's controller's graveyard
 
Here' a new staple.

Demise of the Monarchs
Counter Trap
You can only activate this card when a monster with "Monarch" in it's name is tribute summoned. Negate that monster's effect and destroy it.

Good-Bye Mobius!
 
A Dark Day in Necrovalley
Continuous Trap
You may only activate this card when your opponent activates an effect affecting the Graveyard. Your Graveyard is unaffected by Spell, Trap and Monster effects as long as this card remains face-up on the field.
 
Nightmare Syndrome

Continuous Trap

All face-up defense position monsters on your side of the field are flipped face-down defense position.


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Death Bind

Continuous Trap

All face-up Attack position monsters on the field are destroyed.

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Apocolypse

Normal Trap

Destroy all cards on the field. You lose 500 lifepoints for each card destroyed by this effect.
 
It's A Trap!
Trap Card
Until the end of this turn, neither player can activate any Normal Trap Cards.
 
drzero7 said:
Nightmare Syndrome

Continuous Trap

All face-up defense position monsters on your side of the field are flipped face-down defense position.


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Death Bind

Continuous Trap

All face-up Attack position monsters on the field are destroyed.

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Apocolypse

Normal Trap

Destroy all cards on the field. You lose 500 lifepoints for each card destroyed by this effect.

Apocolypse is cool in combination with Elemental Hero Wildheart and Tenkabito Shien ^_^



Power Boost
Normal Trap
When you activate this card, pay any multiple of 500 Life Points. Until the end of the turn, one of your monsters' ATK is increased equal to the amount of Life Points you paid.


Thank you and farewell
Normal Trap
This card can only be activated when your opponent declares an attack. Tribute all the monsters on your side of the field to activate this card. Negate the attack and destroy monsters on your opponent's side of the field equal to or less than the monsters you tributed to activate this card. Increase your Life Points equal to the total amount of the original ATK of the destroyed monsters.
 
Electronic Equalizing Invention
Normal Trap Card
You can only activate this card when you declare an attack. Select 1 face-up monster on your opponent's side of the field. The ATK of the selected monster becomes equal to the ATK of the attacking monster until the end of the turn.
 
Not so fast Kaiba!

Counter Trap.

You can only activate this card in response to your opponent activating a trap card. In real life, walk over to your opponent and hit him in the head. After that, take his wallet and you can steal upto 100 dollars in real life and keep it. (The Judge must allow this ruling)
 
drzero7 said:
Not so fast Kaiba!

Counter Trap.

You can only activate this card in response to your opponent activating a trap card. In real life, walk over to your opponent and hit him in the head. After that, take his wallet and you can steal upto 100 dollars in real life and keep it. (The Judge must allow this ruling)
Sounds like the Deck Master Abilities I created a while back for the Egyptian God Cards. A year and a half ago, actually, around the time I started to seriously make my Deck Master Abilities. They're not real ones, though, so don't go around using them claiming that I said you could.


CARD: Obelisk the Tormentor
ABILITY: Raging Fist of Fate
EFFECT: Once per turn during your opponent's End Phase, if he/she inflicted Battle Damage to your Life Points during this turn, punch your opponent in the face.


CARD: Slifer the Sky Dragon
ABILITY: Second Mouth Shatter
EFFECT: You may only activate this Ability when your opponent has a card on his/her side of the field that is not Common or Rare. Tear all your opponent's face-up cards on his/her side of the field that are not Common or Rare.


CARD: The Winged Dragon of Ra
ABILITY: Golden Sun Flash
EFFECT: You may only use this Ability once per Duel. When your Life Points are lower than your opponent's Life Points and he/she has a valuable card on his/her side of the field, shine a torch in your opponent's eyes. While he/she is temporarily blinded, take your opponent's Deck and throw it across the room. Then, while he/she isn't looking, steal the best card on your opponent's side of the field.
 
Abyss Trap Hole
(normal trap card)

When your opponent special summon any monster remove it from play. This card can be activated in any phase of the duel.
 
Meta Mirror Farce
Continuous Trap
When your opponent summons a monster, if you have a copy of the same monster in your deck, hand, fusion deck, graveyard or removed from play area, you may special summon a single copy of the same card.

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This would encourage players to either play exactly the same deck as everyone else, so as to take advantage of this card, or to play really unusual cards so as to avoid the opponent benefiting from it...
 
Holy City in the Air
Trap Card
Continuos
Text: This card cannot be activated if you have 3000 Life Points or more. This face-up card's name is treated as '' The Sanctuary in the Sky''. As long this card remains face-up on your side of the Field you can special summon ''Archlord Zerato'' from your hand without offering ''Warrior of Zera'' on your side of the Field as a tribute. When this face-up card is removed from the field destroy all ''Archlord Zerato'' on your side of the Field''

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This card would make a huge revolution in the current Fairy decks. Summoning Archlord Zerato for free would be an imense advantage of yours and by discarding one Light monster from your hand you can destroy all monsters on your opponent's side of the Field.
 
Blast from Beneath
Counter Trap
You can activate this after a Zombie-Type monster on your side of the field is destroyed. The attacking monster cannot attack for a number of turns equal to the Level of that monster.
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This card will make your oppoenent think twice before attacking your Zombie monster. If the attacking monster is the only monster on your oppoenent's side of the field, you have a decent chance of attacking him directly.
 
Spiked Trap Hole
Normal Trap
When your opponent Normal Summons, Flip Summons, or Special Summons a monster(s) with an ATK of 1500 or less, destroy and remove from play the monster(s).

(Basically, it's the opposite of Bottomless Trap Hole.)
 
Get Back In Play!!!
Counter-Trap
If your opp. removes anything from play by useing a card that he/she controls, remove all monsters from play.Then return all monsters in his/her remove from play pile to his/her respective deck.Afterward, the player who actived this card can Special Summon 1 monster that is 2600 ATK or higher from their deck and it is destroyed at the end phase.
 
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